Files
source/Standard Gaming Platform/debug_win_util.cpp
T
Wanne e64d5a2fa6 MERGED source code from development trunk revision 4545 up to latest current revision 4882
Development Trunk: https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP
A detailed list of all the features (changes) is visible in the history log of the development trunk:

INFO: The source code for the official 2011 release (4870) has been branched here:
https://ja2svn.dyndns.org/source/ja2/branches/JA2_rev.4870_2011

This commit contains the following features:

*** Externalized Vehicles ***
o Now with this feature we can add/remove vehicles
o New XML File: TableData\Vehicles.xml
o Added a new function parameter to lua file Scripts\Overhead lua to set up the helicopter in method: SetUpHelicopterForPlayer()
o Added example mini (Docs\Externalized Vehicles Example.zip) mod which adds 2 additional vehicles (hummer and ice-cream truck to sector A9)

*** Up to 255 save slots ***
- There is a "Next" and "Prev" button where you can scroll through the save slots
- It is now possible to load the automatic save (SAVE_EVERY_N_HOURS) from the load screen. This is the first slot after the quickload slot
- Added the 2 alternate players end turn saves (which can be enabled/disabled in option screen) to the save/load game form

*** New Feature: Externalized emails from Emails.edt to XML***
o This feature can be enabled/disabled in the Source:
--> See email.cpp: If "ReadXMLEmail" == FALSE, then normal way (read from Email.edt) otherwise read from XML files
o 2 new XML files: TableData\Email\EmailMercAvailable.xml and EmailMercLevelUp.xml
o Renamed SenderNamesList.xml to EmailSenderNamesList.xml and moved from TableData folder to TableData\Email folder
o Names for mercenaries are get from the file MercProfiles.xml and different names get from the file EmailSenderNamesList.xml

*** Externalized Hidden Towns (Tixa, Orta) ***
o Now it is possible to add new hidden towns (locations)
o See file: TableData/Map/Cities.xml
o New variable in TableData/Map/Cities.xml
- hiddenTown:   0 = show on strategy map, 1 = Hide on strategy map
- townIcon:     1 = on, 0 = off (This is the icon you see on the strategy map)
- szIconFile:   The path to the sti icon file (eg: interface\prison.sti, interface\my_icon.sti)
- iconPosition: The x,y position of the icon on the strategy map

*** Encyclopedia and Briefing Room, reachable from the laptop ***
o 2 new ja2_options.ini properties: BRIEFING_ROOM, ENCYCLOPEDIA
o demonstration video: http://www.youtube.com/watch?v=7CIXdXWLrAo
o Added Example usage of the Briefing Room
- Extract it in your JA2 1.13 folder and use the latest development executable
- The briefing room can be reached from the laptop. Enter SN5631 for the code and then click the "Exit" button
- See "Info_BriefingRoom.txt" and "BriefingRoom_Mission1.png"

*** Improved interrupt system (IIS) ***
o This system changes the way interrupts work. See: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=290787#Post290787
o Option system (see ja2_options.ini: IMPROVED_INTERRUPT_SYSTEM)
o A few more settings for the interrupt system in ja2_options.ini
o INFO: Multiplayer games always use the "old" interrupt system, not matter what the user selects in the ja2_options.ini

*** Walking and sidestepping with weapon raised ***
o Enable/disable the walking/sidestepping with raised weapon in ja2_options.ini: ALLOW_WALKING_WITH_WEAPON_RAISED
o You can set an AP/BP modifier when walking/sidestepping with weapon raised in APBPConstants.ini: AP_MODIFIER_WEAPON_READY
o The following feature apply when you walk/sidestep with weapon raised:
-> limited angle of view, but you can see more farther when the weapon has a scope
-> better change for interrupts if you see an enemy
-> less APs and BPs when shooting, because the weapon is already raised
-> It should cost more APs when walking. Maybe you can export the additional AP and BP modifier to the APBPConstants.ini

*** Increase squad size to 8 (800x600) and 8 and 10 (1024x768) ***
o Squad sizes (dependend on the screen resolution) can be selected in the start new game screen
o In a multiplayer game, the squad size will always be 6, because it does not work with more soldiers/squad

*** Added UB-1.13 source code ***
o Merged the UB-1.13 source code (Revision: 4721) from svn: http://subversion.assembla.com/svn/ub-source113
o If you want to build UB-EXE or UB-MapEditor, just enable the 2 defines (JA2UB and JA2UBMAPS) in "builddefines.h"
o The UB-Verion reads from "ja2_UB.ini" instead of "ja2.ini"
o There are 2 new XML files
- Layout\LayoutMainMenu.xml
- MapAction\ActionItems.xml
o There are 2 new LUA-Script files
- Scripts\ExplosionControl.lua
- Scripts\InterfaceDialogue.lua

*** Hide enemy health text / enemy hit count ***
o ja2_options.ini: HIDE_ENEMY_HEALTH_TEXT, HIDE_ENEMY_HIT_COUNT
o both new settings only have effect in a singleplayer game
o see: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=128840&page=1


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4885 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-01-18 11:19:01 +00:00

223 lines
7.2 KiB
C++

// Copyright (c) 2006-2009 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#if defined(_MSC_VER)
#include "debug_util.h"
#include <windows.h>
#include <dbghelp.h>
#include <iostream>
#include <vfs/Tools/vfs_log.h>
// The arraysize(arr) macro returns the # of elements in an array arr.
// The expression is a compile-time constant, and therefore can be
// used in defining new arrays, for example. If you use arraysize on
// a pointer by mistake, you will get a compile-time error.
//
// One caveat is that arraysize() doesn't accept any array of an
// anonymous type or a type defined inside a function. In these rare
// cases, you have to use the unsafe ARRAYSIZE_UNSAFE() macro below. This is
// due to a limitation in C++'s template system. The limitation might
// eventually be removed, but it hasn't happened yet.
// This template function declaration is used in defining arraysize.
// Note that the function doesn't need an implementation, as we only
// use its type.
template <typename T, size_t N>
char (&ArraySizeHelper(T (&array)[N]))[N];
// That gcc wants both of these prototypes seems mysterious. VC, for
// its part, can't decide which to use (another mystery). Matching of
// template overloads: the final frontier.
#ifndef _MSC_VER
template <typename T, size_t N>
char (&ArraySizeHelper(const T (&array)[N]))[N];
#endif
#define arraysize(array) (sizeof(ArraySizeHelper(array)))
namespace {
// SymbolContext is a threadsafe singleton that wraps the DbgHelp Sym* family
// of functions. The Sym* family of functions may only be invoked by one
// thread at a time. SymbolContext code may access a symbol server over the
// network while holding the lock for this singleton. In the case of high
// latency, this code will adversly affect performance.
//
// There is also a known issue where this backtrace code can interact
// badly with breakpad if breakpad is invoked in a separate thread while
// we are using the Sym* functions. This is because breakpad does now
// share a lock with this function. See this related bug:
//
// http://code.google.com/p/google-breakpad/issues/detail?id=311
//
// This is a very unlikely edge case, and the current solution is to
// just ignore it.
class SymbolContext {
public:
static SymbolContext* Get() {
static SymbolContext* s_singleton = NULL;
if(!s_singleton) s_singleton = new SymbolContext();
return s_singleton;
// We use a leaky singleton because code may call this during process
// termination.
//return Singleton<SymbolContext, LeakySingletonTraits<SymbolContext> >::get();
}
// Returns the error code of a failed initialization.
DWORD init_error() const {
return init_error_;
}
// For the given trace, attempts to resolve the symbols, and output a trace
// to the ostream os. The format for each line of the backtrace is:
//
// <tab>SymbolName[0xAddress+Offset] (FileName:LineNo)
//
// This function should only be called if Init() has been called. We do not
// LOG(FATAL) here because this code is called might be triggered by a
// LOG(FATAL) itself.
void OutputTraceToStream(const std::vector<void*>& trace, sgp::Logger::LogInstance* os) {
//AutoLock lock(lock_);
for (size_t i = 0; (i < trace.size()); ++i) {
const int kMaxNameLength = 256;
DWORD_PTR frame = reinterpret_cast<DWORD_PTR>(trace[i]);
// Code adapted from MSDN example:
// http://msdn.microsoft.com/en-us/library/ms680578(VS.85).aspx
ULONG64 buffer[
(sizeof(SYMBOL_INFO) +
kMaxNameLength * sizeof(wchar_t) +
sizeof(ULONG64) - 1) /
sizeof(ULONG64)];
// Initialize symbol information retrieval structures.
DWORD64 sym_displacement = 0;
PSYMBOL_INFO symbol = reinterpret_cast<PSYMBOL_INFO>(&buffer[0]);
symbol->SizeOfStruct = sizeof(SYMBOL_INFO);
symbol->MaxNameLen = kMaxNameLength;
BOOL has_symbol = SymFromAddr(GetCurrentProcess(), frame,
&sym_displacement, symbol);
// Attempt to retrieve line number information.
DWORD line_displacement = 0;
IMAGEHLP_LINE64 line = {};
line.SizeOfStruct = sizeof(IMAGEHLP_LINE64);
BOOL has_line = SymGetLineFromAddr64(GetCurrentProcess(), frame,
&line_displacement, &line);
// Output the backtrace line.
(*os) << " ";
if (has_symbol)
{
(*os) << " [0x" << trace[i] << "+" << sym_displacement << "]\t";
(*os) << vfs::String(symbol->Name);
}
else
{
(*os) << " [0x" << trace[i] << "]\t";
// If there is no symbol information, add a spacer.
(*os) << " (No symbol)";
}
if (has_line)
{
(*os) << " - (" << line.FileName << ":" << line.LineNumber << ")";
}
(*os) << sgp::endl;
}
(*os) << sgp::endl;
}
private:
SymbolContext() : init_error_(ERROR_SUCCESS) {
// Initializes the symbols for the process.
// Defer symbol load until they're needed, use undecorated names, and
// get line numbers.
SymSetOptions(SYMOPT_DEFERRED_LOADS |
SYMOPT_UNDNAME |
SYMOPT_LOAD_LINES);
if (SymInitialize(GetCurrentProcess(), NULL, TRUE)) {
init_error_ = ERROR_SUCCESS;
} else {
__debugbreak();
init_error_ = GetLastError();
}
}
DWORD init_error_;
//Lock lock_;
DISALLOW_COPY_AND_ASSIGN(SymbolContext);
};
} // namespace
#define ENABLE_STACK_TRACE 0
StackTrace::StackTrace() {
// From http://msdn.microsoft.com/en-us/library/bb204633(VS.85).aspx,
// the sum of FramesToSkip and FramesToCapture must be less than 63,
// so set it to 62.
const int kMaxCallers = 62;
// TODO(ajwong): Migrate this to StackWalk64.
// WANNE: VS 2005 compilation error
// WANNE: I disabled the method call "CaptureStackBackTrace()" because it gives a compilation error in VS 2005
#if ENABLE_STACK_TRACE
void* callers[kMaxCallers];
int count = CaptureStackBackTrace(0, kMaxCallers, callers, NULL);
// WANNE: This also does not work in VS 2005
//int count = RtlCaptureStackBackTrace(0, kMaxCallers, callers, NULL);
if (count > 0) {
trace_.resize(count);
memcpy(&trace_[0], callers, sizeof(callers[0]) * count);
} else {
trace_.resize(0);
}
#endif
}
static struct StackTraceLog {
sgp::Logger_ID id;
StackTraceLog() {
id = sgp::Logger::instance().createLogger();
sgp::Logger::instance().connectFile(id, L"stack_trace.log", false, sgp::Logger::FLUSH_ON_ENDL);
};
} s_log;
void StackTrace::PrintBacktrace(const char* msg) {
OutputToStream(msg, &(SGP_LOG(s_log.id)));
}
void StackTrace::OutputToStream(const char* msg, sgp::Logger::LogInstance* os) {
SymbolContext* context = SymbolContext::Get();
DWORD error = context->init_error();
if (error != ERROR_SUCCESS)
{
(*os) << "Error initializing symbols (" << error
<< "). Dumping unresolved backtrace:"
<< sgp::endl;
for (size_t i = 0; (i < trace_.size()); ++i)
{
(*os) << "\t" << trace_[i] << sgp::endl;
}
}
else
{
(*os) << L"Backtrace: " << (msg != NULL ? msg : "") << sgp::endl;
context->OutputTraceToStream(trace_, os);
}
}
#endif // _MSC_VER